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I prefer abilities with no, or very little cooldown.


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38 réponses à ce sujet

#1
Pacificarus

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I see no point why design a single player game that has cooldowns on combat abilities. They have cooldowns in MMOs to prevent server overload, but there are no such issues in single player game.

Could you bioware guys design and balance this game without cooldowns? I just love bashing buttons like crazy and combat looks so much better.

#2
FINE HERE

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They have cooldowns so you don't mash the ability and spells, and use tactics. Example, using a stun ability on all the enemies and then repeatedly hitting them with fireballs. It adds difficulty to the combat.

#3
Wolfspawn

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I understand why there would be cooldown; they don't want you to be overpowered.
If they make abilities and spells constant and not as powerful, then I could see them takingaway cooldown, but otherwise, no.

#4
Nashimura

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FINE HERE wrote...

They have cooldowns so you don't mash the ability and spells, and use tactics. Example, using a stun ability on all the enemies and then repeatedly hitting them with fireballs. It adds difficulty to the combat.


Not if you manage the mana and potion system better, he did say they would have to balance the game to make it work.

#5
Pacificarus

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FINE HERE wrote...

They have cooldowns so you don't mash the ability and spells, and use tactics. Example, using a stun ability on all the enemies and then repeatedly hitting them with fireballs. It adds difficulty to the combat.



Im not talking about stuns, in fact, i consider stunn to be something rediculous. How can you stunn someone in real life? What does stunn even mean? If you hit someone on the head he fals down uncouncious, he does not stand doing nothing with stars circling over his head not reacting to stabing or chopping.

Stuns should not exist.

#6
Icinix

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..not sure if serious?

Although if serious - on easy mode - Dragon Age can be played as button mashing.

#7
FINE HERE

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Pacificarus wrote...

FINE HERE wrote...

They have cooldowns so you don't mash the ability and spells, and use tactics. Example, using a stun ability on all the enemies and then repeatedly hitting them with fireballs. It adds difficulty to the combat.



Im not talking about stuns, in fact, i consider stunn to be something rediculous. How can you stunn someone in real life? What does stunn even mean? If you hit someone on the head he fals down uncouncious, he does not stand doing nothing with stars circling over his head not reacting to stabing or chopping.

Stuns should not exist.

Are you... Are you serious?

#8
NRieh

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It adds difficulty to the combat.

Oh yes. The only spirit healer having long CD on his basic heal DOES add difficulty to combat...

I understand why CC or buffs and debuffs may require some CD - that's ok. But basic spells and hits?.. You are restricted with your mana-stamina pool anyway. Which is not that huge if you keep few modes or auras on. Archer in DA2 was literally forced into autoatack bot during most of fights. The only "strategy" in game I can remember - running "8" around pillars waiting for the lance CD, while dueling Arishok.

#9
sylvanaerie

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Cooldowns exist to make combat more challenging. Fighting isn't why I play the game anyway, it's the story (it IS an RPG, after all), but when I do have to fight, I'd like it to be challenging, and tactical, not reduced to a series of mashing buttons repeatedly at lightning speed.

There's a reason I don't play those Street Fighter games.

#10
Nashimura

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Pacificarus wrote...

FINE HERE wrote...

They have cooldowns so you don't mash the ability and spells, and use tactics. Example, using a stun ability on all the enemies and then repeatedly hitting them with fireballs. It adds difficulty to the combat.



Im not talking about stuns, in fact, i consider stunn to be something rediculous. How can you stunn someone in real life? What does stunn even mean? If you hit someone on the head he fals down uncouncious, he does not stand doing nothing with stars circling over his head not reacting to stabing or chopping.

Stuns should not exist.


Ever seen...i dunno, a boxing match for example - people get hit on the chin and stubled about a bit, not fully in control of there legs. 

#11
philippe willaume

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Pacificarus wrote...

I see no point why design a single player game that has cooldowns on combat abilities. They have cooldowns in MMOs to prevent server overload, but there are no such issues in single player game.

Yes there is. In fact it is the same as in MMO, the scope is just different. and you could argue that build like a vanguard berserker is such an overload.
you did not mash the same button, but the same sequence of button :happy:.
Most often than not cooldown are a substitute to encounter design. ie you have to use differents move because of cooldown as opposed as using a stunt because it is the best adapted to the situation.

that being said, talent/perks stun always works the same regardless of the situation, so with no could down you only need schtyte powerfull strike and the round about strike. 

Pacificarus wrote..
Could you bioware guys design and balance this game without cooldowns? I just love bashing buttons like crazy and combat looks so much better.

well fundamentally DA is a party based game, so button bashing there is it needs to allow for that.
I think DA:2 did not, as i could focus on my main char and that is it. so for me it was really more like a KoA  than a DA:0 experience.

Like you i like prefere fluid combat, (Ideally it should be like in a combat flight simulator)
we could do away with cool down provided that the stunt have tactical effect and a less generic game effect. 

#12
Drmoogle

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Cooldowns are needed to prevent spamming but they don't have to be as extremely long as they were in DA2.

#13
philippe willaume

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sylvanaerie wrote...

Cooldowns exist to make combat more challenging. Fighting isn't why I play the game anyway, it's the story (it IS an RPG, after all), but when I do have to fight, I'd like it to be challenging, and tactical, not reduced to a series of mashing buttons repeatedly at lightning speed.

There's a reason I don't play those Street Fighter games.

Whilst i totaly agree with the RPG and the team aspect of the series. Couldowns do not  necessarilly make the combat more chalenging neither does it forces you to be tactical.
For may game style it worked find in DA:0 but in DA:2 it was a dull repeatition of the same sequence all the time regardless.
To the point of the originbal poster,  the base of the vaguard berserker is fixed cost talents. so really after that it is repeating talent according to the optimal cool down sequence tempered by stamina refuelling.

Phil

#14
NRieh

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, but when I do have to fight, I'd like it to be challenging, and tactical, not reduced to a series of mashing buttons repeatedly at lightning speed.

I'm fine with tactics. But It's hard to play "tactics" when you have 4 shots total of which 2 are AOE and all of those - are on big CD. DAO fights were tactical. You had a lot of shots and modes for different situations. DA2 was mostly about autoshot, really. The only more or less tactical boss fight was Corypheus - and it's DLC.

#15
Wulfram

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Cooldowns encourage the use of a variety of abilities. A purely mana based system encourages you to just use a couple of powerful ones repeatedly.

#16
philippe willaume

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Nashimura wrote...

Pacificarus wrote...

FINE HERE wrote...

They have cooldowns so you don't mash the ability and spells, and use tactics. Example, using a stun ability on all the enemies and then repeatedly hitting them with fireballs. It adds difficulty to the combat.



Im not talking about stuns, in fact, i consider stunn to be something rediculous. How can you stunn someone in real life? What does stunn even mean? If you hit someone on the head he fals down uncouncious, he does not stand doing nothing with stars circling over his head not reacting to stabing or chopping.

Stuns should not exist.


Ever seen...i dunno, a boxing match for example - people get hit on the chin and stubled about a bit, not fully in control of there legs. 

I think stun represent a dazzed effect. basically a sort of concusion where cognition and motor skills are disconected.
Decking some without an element of surprise  (ie he/she did not the blow comming) is quite hard.
when jousting, I only KO someone once he stayed one tha saddle and woke up when the horse had stopped.
but a few time I had my cage rattled, i.e you are fully concious but your boddy does respond well.

Phil

#17
RedWulfi

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Prevent server overload? Are you kidding? Ive been playing WoW for 6 years and that is NOT the reason. It would be so stupidly overpowered if everyone ran around spamming their most powerfull spell.

I agree with cooldowns. Why do you even want no cooldowns? I dont want the game getting even more easier -.-;

#18
DarkKnightHolmes

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It makes your rely on more than just one attack. I prefer the long cooldown.

#19
falloutx

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wow... might as well call it a action game and not a rpg if you take cooldowns away.

#20
iSignIn

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Use a mod. A zero cooldown mod takes less than 5 minutes to make.

#21
Guest_Guest12345_*

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I would much prefer managing spells and skills with mana bars, than with cool downs. Give me a mana bar and when it is empty I can no longer cast spells. Give me a stamina cap and when I am out of stamina I am exhausted. Really, just give me an aRPG.

#22
MichaelStuart

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I would also like to get rid of cool down times.
I see no need for them when we have a stamina bar.

#23
Killer3000ad

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If there's one cooldown that seriously needs to go, it's the ones on your health potions and heal spell. What's the point of having a long cooldown on your heal spell when it's already uses mana???

#24
Fyurian2

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falloutx wrote...

wow... might as well call it a action game and not a rpg if you take cooldowns away.


So Baldur's Gate wasn't an RPG because it had abilities that had no cooldowns?

#25
Killer3000ad

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Fyurian2 wrote...

falloutx wrote...

wow... might as well call it a action game and not a rpg if you take cooldowns away.


So Baldur's Gate wasn't an RPG because it had abilities that had no cooldowns?


The spells had to be memorized beforehand for Wizards, and Sorcerors had a limited amount of spells they could cast a day. That limitation more than balanced out the lack of cooldowns or mana.